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  <meta name="description" content="在西部的那些日子&amp;emsp;&amp;emsp;对于荒野大镖客：救赎2的入坑有三点一是因为R星就是R星，另一部分是应为塞尔达旷野之息续作开发的消息谈到了，借鉴了荒野大镖客2中剧情对于整个游戏过程的重要性。剧情对于大表哥2来说是十分重要的，剧情发展对我来说通常是无所谓的，但是这次，也是唯一一次我在游戏中严重受到剧情的干扰，在玩之前不小心在B站云通关了，通常来说这没什么，但是对于荒野大镖客2来讲影响实在太大了">
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          在西部的那些日子
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              <time title="创建时间：2020-02-13 23:10:42 / 修改时间：23:09:36" itemprop="dateCreated datePublished" datetime="2020-02-13T23:10:42+08:00">2020-02-13</time>
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        <h1 id="在西部的那些日子"><a href="#在西部的那些日子" class="headerlink" title="在西部的那些日子"></a>在西部的那些日子</h1><p>&emsp;&emsp;对于荒野大镖客：救赎2的入坑有三点一是因为R星就是R星，另一部分是应为塞尔达旷野之息续作开发的消息谈到了，借鉴了荒野大镖客2中剧情对于整个游戏过程的重要性。剧情对于大表哥2来说是十分重要的，剧情发展对我来说通常是无所谓的，但是这次，也是唯一一次我在游戏中严重受到剧情的干扰，在玩之前不小心在B站云通关了，通常来说这没什么，但是对于荒野大镖客2来讲影响实在太大了。谁是叛徒，谁在哪里要领盒饭了，全都知道，太影响游戏体验，但是这应该不是我最后一次云通关，因为B站上剧情的诱惑力实在是太大了。<br><br>&emsp;&emsp;还有一点非常吸引我的毫无疑问是它的表现力，荒野大镖客2的表现力真的太强了，R星把range引擎发挥到了极致，创造出来了下一个世代的游戏，荒野大镖客2在ps4的末代发布，就像当年的gta5在ps3的末代发布一样，虽然pc版本跳了很久的票，但好歹摘了个“教科书般的优化”的游戏名号，也让千千万万平民玩家可以去洛圣都闯荡一下，当年也辛亏有这样的优化才能让我的gt920m能在25帧下“流畅”运行。荒野大镖客2的优化肯定是算不上好的，但是再怎么说也比gta4要强太多了，gta4在当年就是不想让你玩的存在，据说就连当年的神机都无法做到欢乐游玩，虽然我不太清楚哪个时代，但是今天的荒野大镖客2好歹能玩2080力大飞砖，而我的gtx1650也终于能打破cemu模拟器50%占用的枷锁（模拟器比较看重cpu,有来自cpu方面的瓶颈），但也只能在30帧下走中高了，优化就是中下的水平。但还有很多玩家遇到了根本无发愉快玩耍的情况（闪退，打不开之类的）。大表哥2在这方面倒是没太为难我，就是开始的时候虚拟内存设置太小了导致闪退。坐在马上看着阳光在树林中产生的丁达尔效应，在没有光线追踪的大表哥里难道还不满足吗？<br><br>&emsp;&emsp;在剧情上面荒野大镖客：救赎2其实是荒野大镖客：救赎1的前传，虽然玩2不需要1的剧情但其中联系还算比较紧密。在游戏的结尾上，2的处理方式与1如出一辙。R星在游戏的理念上认为开放世界就是要在结束任务后还能继续对世界进行探索，所以在亚瑟完成他的救赎之路后，还需要使用约翰完成复仇就像在1中约翰完成成他的救赎之后，需要杰克完成复仇一样。当你在2中看着陌生的约翰时就像1中看着陌生的杰克一样。而荒野之息在结尾上的处理就感觉很有问题。<br><br>&emsp;&emsp;荒野大镖客：救赎2在国内给我的感觉就是典型的叫好不叫座，可能是因为我们这边对于西部文化不感冒，或许又是因为大多数玩家太过于浮躁，完全无法理解这种慢节奏的，骑马模拟器游戏。在所有人都嚷嚷着要gta6的时候，荒野大镖客：救赎2并没有得到应有的拥护度，gta5还在卖呢！哦我的上帝你可瞧瞧吧，那可是13年的游戏啊。</p>

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